Matrix3x4.h 13 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "Matrix4.h"
  25. /// 3x4 matrix for scene node transform calculations.
  26. class Matrix3x4
  27. {
  28. public:
  29. /// Construct undefined.
  30. Matrix3x4()
  31. {
  32. }
  33. /// Copy-construct from another matrix.
  34. Matrix3x4(const Matrix3x4& matrix) :
  35. m00_(matrix.m00_),
  36. m01_(matrix.m01_),
  37. m02_(matrix.m02_),
  38. m03_(matrix.m03_),
  39. m10_(matrix.m10_),
  40. m11_(matrix.m11_),
  41. m12_(matrix.m12_),
  42. m13_(matrix.m13_),
  43. m20_(matrix.m20_),
  44. m21_(matrix.m21_),
  45. m22_(matrix.m22_),
  46. m23_(matrix.m23_)
  47. {
  48. }
  49. /// Copy-construct from a 3x3 matrix and set the extra elements to identity.
  50. Matrix3x4(const Matrix3& matrix) :
  51. m00_(matrix.m00_),
  52. m01_(matrix.m01_),
  53. m02_(matrix.m02_),
  54. m03_(0.0f),
  55. m10_(matrix.m10_),
  56. m11_(matrix.m11_),
  57. m12_(matrix.m12_),
  58. m13_(0.0f),
  59. m20_(matrix.m20_),
  60. m21_(matrix.m21_),
  61. m22_(matrix.m22_),
  62. m23_(0.0f)
  63. {
  64. }
  65. // Construct from values.
  66. Matrix3x4(float v00, float v01, float v02, float v03,
  67. float v10, float v11, float v12, float v13,
  68. float v20, float v21, float v22, float v23) :
  69. m00_(v00),
  70. m01_(v01),
  71. m02_(v02),
  72. m03_(v03),
  73. m10_(v10),
  74. m11_(v11),
  75. m12_(v12),
  76. m13_(v13),
  77. m20_(v20),
  78. m21_(v21),
  79. m22_(v22),
  80. m23_(v23)
  81. {
  82. }
  83. /// Construct from a float array.
  84. Matrix3x4(float* data) :
  85. m00_(data[0]),
  86. m01_(data[1]),
  87. m02_(data[2]),
  88. m03_(data[3]),
  89. m10_(data[4]),
  90. m11_(data[5]),
  91. m12_(data[6]),
  92. m13_(data[7]),
  93. m20_(data[8]),
  94. m21_(data[9]),
  95. m22_(data[10]),
  96. m23_(data[11])
  97. {
  98. }
  99. /// Construct from translation, rotation and uniform scale.
  100. Matrix3x4(const Vector3& translation, const Quaternion& rotation, float scale);
  101. /// Construct from translation, rotation and nonuniform scale.
  102. Matrix3x4(const Vector3& translation, const Quaternion& rotation, const Vector3& scale);
  103. /// Assign from another matrix.
  104. Matrix3x4& operator = (const Matrix3x4& rhs)
  105. {
  106. m00_ = rhs.m00_;
  107. m01_ = rhs.m01_;
  108. m02_ = rhs.m02_;
  109. m03_ = rhs.m03_;
  110. m10_ = rhs.m10_;
  111. m11_ = rhs.m11_;
  112. m12_ = rhs.m12_;
  113. m13_ = rhs.m13_;
  114. m20_ = rhs.m20_;
  115. m21_ = rhs.m21_;
  116. m22_ = rhs.m22_;
  117. m23_ = rhs.m23_;
  118. return *this;
  119. }
  120. /// Assign from a 3x3 matrix and set the extra elements to identity.
  121. Matrix3x4& operator = (const Matrix3& rhs)
  122. {
  123. m00_ = rhs.m00_;
  124. m01_ = rhs.m01_;
  125. m02_ = rhs.m02_;
  126. m03_ = 0.0;
  127. m10_ = rhs.m10_;
  128. m11_ = rhs.m11_;
  129. m12_ = rhs.m12_;
  130. m13_ = 0.0;
  131. m20_ = rhs.m20_;
  132. m21_ = rhs.m21_;
  133. m22_ = rhs.m22_;
  134. m23_ = 0.0;
  135. return *this;
  136. }
  137. /// Multiply a Vector3 which is assumed to represent position.
  138. Vector3 operator * (const Vector3& rhs) const
  139. {
  140. return Vector3(
  141. (m00_ * rhs.x_ + m01_ * rhs.y_ + m02_ * rhs.z_ + m03_),
  142. (m10_ * rhs.x_ + m11_ * rhs.y_ + m12_ * rhs.z_ + m13_),
  143. (m20_ * rhs.x_ + m21_ * rhs.y_ + m22_ * rhs.z_ + m23_)
  144. );
  145. }
  146. /// Multiply a Vector4.
  147. Vector3 operator * (const Vector4& rhs) const
  148. {
  149. return Vector3(
  150. (m00_ * rhs.x_ + m01_ * rhs.y_ + m02_ * rhs.z_ + m03_ * rhs.w_),
  151. (m10_ * rhs.x_ + m11_ * rhs.y_ + m12_ * rhs.z_ + m13_ * rhs.w_),
  152. (m20_ * rhs.x_ + m21_ * rhs.y_ + m22_ * rhs.z_ + m23_ * rhs.w_)
  153. );
  154. }
  155. /// Add a matrix.
  156. Matrix3x4 operator + (const Matrix3x4& rhs) const
  157. {
  158. return Matrix3x4(
  159. m00_ + rhs.m00_,
  160. m01_ + rhs.m01_,
  161. m02_ + rhs.m02_,
  162. m03_ + rhs.m03_,
  163. m10_ + rhs.m10_,
  164. m11_ + rhs.m11_,
  165. m12_ + rhs.m12_,
  166. m13_ + rhs.m13_,
  167. m20_ + rhs.m20_,
  168. m21_ + rhs.m21_,
  169. m22_ + rhs.m22_,
  170. m23_ + rhs.m23_
  171. );
  172. }
  173. /// Subtract a matrix.
  174. Matrix3x4 operator - (const Matrix3x4& rhs) const
  175. {
  176. return Matrix3x4(
  177. m00_ - rhs.m00_,
  178. m01_ - rhs.m01_,
  179. m02_ - rhs.m02_,
  180. m03_ - rhs.m03_,
  181. m10_ - rhs.m10_,
  182. m11_ - rhs.m11_,
  183. m12_ - rhs.m12_,
  184. m13_ - rhs.m13_,
  185. m20_ - rhs.m20_,
  186. m21_ - rhs.m21_,
  187. m22_ - rhs.m22_,
  188. m23_ - rhs.m23_
  189. );
  190. }
  191. /// Multiply with a scalar.
  192. Matrix3x4 operator * (float rhs) const
  193. {
  194. return Matrix3x4(
  195. m00_ * rhs,
  196. m01_ * rhs,
  197. m02_ * rhs,
  198. m03_ * rhs,
  199. m10_ * rhs,
  200. m11_ * rhs,
  201. m12_ * rhs,
  202. m13_ * rhs,
  203. m20_ * rhs,
  204. m21_ * rhs,
  205. m22_ * rhs,
  206. m23_ * rhs
  207. );
  208. }
  209. /// Multiply a matrix.
  210. Matrix3x4 operator * (const Matrix3x4& rhs) const
  211. {
  212. return Matrix3x4(
  213. m00_ * rhs.m00_ + m01_ * rhs.m10_ + m02_ * rhs.m20_,
  214. m00_ * rhs.m01_ + m01_ * rhs.m11_ + m02_ * rhs.m21_,
  215. m00_ * rhs.m02_ + m01_ * rhs.m12_ + m02_ * rhs.m22_,
  216. m00_ * rhs.m03_ + m01_ * rhs.m13_ + m02_ * rhs.m23_ + m03_,
  217. m10_ * rhs.m00_ + m11_ * rhs.m10_ + m12_ * rhs.m20_,
  218. m10_ * rhs.m01_ + m11_ * rhs.m11_ + m12_ * rhs.m21_,
  219. m10_ * rhs.m02_ + m11_ * rhs.m12_ + m12_ * rhs.m22_,
  220. m10_ * rhs.m03_ + m11_ * rhs.m13_ + m12_ * rhs.m23_ + m13_,
  221. m20_ * rhs.m00_ + m21_ * rhs.m10_ + m22_ * rhs.m20_,
  222. m20_ * rhs.m01_ + m21_ * rhs.m11_ + m22_ * rhs.m21_,
  223. m20_ * rhs.m02_ + m21_ * rhs.m12_ + m22_ * rhs.m22_,
  224. m20_ * rhs.m03_ + m21_ * rhs.m13_ + m22_ * rhs.m23_ + m23_
  225. );
  226. }
  227. /// Multiply a 4x4 matrix.
  228. Matrix4 operator * (const Matrix4& rhs) const
  229. {
  230. return Matrix4(
  231. m00_ * rhs.m00_ + m01_ * rhs.m10_ + m02_ * rhs.m20_ + m03_ * rhs.m30_,
  232. m00_ * rhs.m01_ + m01_ * rhs.m11_ + m02_ * rhs.m21_ + m03_ * rhs.m31_,
  233. m00_ * rhs.m02_ + m01_ * rhs.m12_ + m02_ * rhs.m22_ + m03_ * rhs.m32_,
  234. m00_ * rhs.m03_ + m01_ * rhs.m13_ + m02_ * rhs.m23_ + m03_ * rhs.m33_,
  235. m10_ * rhs.m00_ + m11_ * rhs.m10_ + m12_ * rhs.m20_ + m13_ * rhs.m30_,
  236. m10_ * rhs.m01_ + m11_ * rhs.m11_ + m12_ * rhs.m21_ + m13_ * rhs.m31_,
  237. m10_ * rhs.m02_ + m11_ * rhs.m12_ + m12_ * rhs.m22_ + m13_ * rhs.m32_,
  238. m10_ * rhs.m03_ + m11_ * rhs.m13_ + m12_ * rhs.m23_ + m13_ * rhs.m33_,
  239. m20_ * rhs.m00_ + m21_ * rhs.m10_ + m22_ * rhs.m20_ + m23_ * rhs.m30_,
  240. m20_ * rhs.m01_ + m21_ * rhs.m11_ + m22_ * rhs.m21_ + m23_ * rhs.m31_,
  241. m20_ * rhs.m02_ + m21_ * rhs.m12_ + m22_ * rhs.m22_ + m23_ * rhs.m32_,
  242. m20_ * rhs.m03_ + m21_ * rhs.m13_ + m22_ * rhs.m23_ + m23_ * rhs.m33_,
  243. rhs.m30_,
  244. rhs.m31_,
  245. rhs.m32_,
  246. rhs.m33_
  247. );
  248. }
  249. /// %Set translation elements.
  250. void SetTranslation(const Vector3& translation)
  251. {
  252. m03_ = translation.x_;
  253. m13_ = translation.y_;
  254. m23_ = translation.z_;
  255. }
  256. /// %Set rotation elements from a 3x3 matrix.
  257. void SetRotation(const Matrix3& rotation)
  258. {
  259. m00_ = rotation.m00_;
  260. m01_ = rotation.m01_;
  261. m02_ = rotation.m02_;
  262. m10_ = rotation.m10_;
  263. m11_ = rotation.m11_;
  264. m12_ = rotation.m12_;
  265. m20_ = rotation.m20_;
  266. m21_ = rotation.m21_;
  267. m22_ = rotation.m22_;
  268. }
  269. /// %Set scaling elements.
  270. void SetScale(const Vector3& scale)
  271. {
  272. m00_ = scale.x_;
  273. m11_ = scale.y_;
  274. m22_ = scale.z_;
  275. }
  276. /// %Set uniform scaling elements.
  277. void SetScale(float scale)
  278. {
  279. m00_ = scale;
  280. m11_ = scale;
  281. m22_ = scale;
  282. }
  283. /// Return the combined rotation and scaling matrix.
  284. Matrix3 ToMatrix3() const
  285. {
  286. return Matrix3(
  287. m00_,
  288. m01_,
  289. m02_,
  290. m10_,
  291. m11_,
  292. m12_,
  293. m20_,
  294. m21_,
  295. m22_
  296. );
  297. }
  298. /// Return the rotation matrix with scaling removed.
  299. Matrix3 RotationMatrix() const
  300. {
  301. Vector3 invScale(
  302. 1.0f / sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_),
  303. 1.0f / sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_),
  304. 1.0f / sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_)
  305. );
  306. return ToMatrix3().Scaled(invScale);
  307. }
  308. /// Return the translation part.
  309. Vector3 Translation() const
  310. {
  311. return Vector3(
  312. m03_,
  313. m13_,
  314. m23_
  315. );
  316. }
  317. /// Return the rotation part.
  318. Quaternion Rotation() const { return Quaternion(RotationMatrix()); }
  319. /// Return the scaling part.
  320. Vector3 Scale() const
  321. {
  322. return Vector3(
  323. sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_),
  324. sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_),
  325. sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_)
  326. );
  327. }
  328. /// Return decomposition to translation, rotation and scale.
  329. void Decompose(Vector3& translation, Quaternion& rotation, Vector3& scale) const;
  330. /// Return inverse.
  331. Matrix3x4 Inverse() const;
  332. /// Return float data.
  333. const float* Data() const { return &m00_; }
  334. float m00_;
  335. float m01_;
  336. float m02_;
  337. float m03_;
  338. float m10_;
  339. float m11_;
  340. float m12_;
  341. float m13_;
  342. float m20_;
  343. float m21_;
  344. float m22_;
  345. float m23_;
  346. /// Zero matrix.
  347. static const Matrix3x4 ZERO;
  348. /// Identity matrix.
  349. static const Matrix3x4 IDENTITY;
  350. };
  351. /// Multiply a 3x4 matrix with a scalar.
  352. inline Matrix3x4 operator * (float lhs, const Matrix3x4& rhs) { return rhs * lhs; }
  353. /// Multiply a 3x4 matrix with a 4x4 matrix.
  354. inline Matrix4 operator * (const Matrix4& lhs, const Matrix3x4& rhs)
  355. {
  356. return Matrix4(
  357. lhs.m00_ * rhs.m00_ + lhs.m01_ * rhs.m10_ + lhs.m02_ * rhs.m20_,
  358. lhs.m00_ * rhs.m01_ + lhs.m01_ * rhs.m11_ + lhs.m02_ * rhs.m21_,
  359. lhs.m00_ * rhs.m02_ + lhs.m01_ * rhs.m12_ + lhs.m02_ * rhs.m22_,
  360. lhs.m00_ * rhs.m03_ + lhs.m01_ * rhs.m13_ + lhs.m02_ * rhs.m23_ + lhs.m03_,
  361. lhs.m10_ * rhs.m00_ + lhs.m11_ * rhs.m10_ + lhs.m12_ * rhs.m20_,
  362. lhs.m10_ * rhs.m01_ + lhs.m11_ * rhs.m11_ + lhs.m12_ * rhs.m21_,
  363. lhs.m10_ * rhs.m02_ + lhs.m11_ * rhs.m12_ + lhs.m12_ * rhs.m22_,
  364. lhs.m10_ * rhs.m03_ + lhs.m11_ * rhs.m13_ + lhs.m12_ * rhs.m23_ + lhs.m13_,
  365. lhs.m20_ * rhs.m00_ + lhs.m21_ * rhs.m10_ + lhs.m22_ * rhs.m20_,
  366. lhs.m20_ * rhs.m01_ + lhs.m21_ * rhs.m11_ + lhs.m22_ * rhs.m21_,
  367. lhs.m20_ * rhs.m02_ + lhs.m21_ * rhs.m12_ + lhs.m22_ * rhs.m22_,
  368. lhs.m20_ * rhs.m03_ + lhs.m21_ * rhs.m13_ + lhs.m22_ * rhs.m23_ + lhs.m23_,
  369. lhs.m30_ * rhs.m00_ + lhs.m31_ * rhs.m10_ + lhs.m32_ * rhs.m20_,
  370. lhs.m30_ * rhs.m01_ + lhs.m31_ * rhs.m11_ + lhs.m32_ * rhs.m21_,
  371. lhs.m30_ * rhs.m02_ + lhs.m31_ * rhs.m12_ + lhs.m32_ * rhs.m22_,
  372. lhs.m30_ * rhs.m03_ + lhs.m31_ * rhs.m13_ + lhs.m32_ * rhs.m23_ + lhs.m33_
  373. );
  374. }